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Topics - fsadeq

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Support / Unauthorized access to path??
« on: October 29, 2015, 02:39:32 pm »
I've just upgraded to Unity 5.2.2 and now when I try to commit any sprite atlas, I get this error:

"UnauthorizedAccessException: Access to the path "<long path here>/atlas0.png" is denied.

Any idea what could be going on? I think some project files may have gotten corrupted in the upgrade and/or something weird happened in version control. Are there any files I can safely delete associated with this to "reset" things? I had the same unauthorized access exception for one of the solution files at the root of the project - I merely deleted them and the error went away.


Support / Minor bug with Unity 5
« on: April 08, 2015, 07:46:49 pm »
I've noticed that I can no longer drag/drop folders from the Project view into a Sprite Collection when adding sprites. I definitely used to be able to do that, but now I have to drill into each sub-folder and manually make a selection of textures, then drag/drop that.


Support / Advanced colliders in sprite collection
« on: February 28, 2015, 08:44:08 pm »
Hi - is it possible to apply Advanced colliders to more than one sprite at once? If I select many sprites and change the collider type to Advanced, then add a new collider, it only applies it to one of the sprites. Furthermore, if I give the collider a name - it doesn't save the shape of the collider. In other words, if I select a different sprite, then change the collider type to Advanced > Click "Add" > the name of the saved one appears in the dropdown menu, but selecting it resets the collider to the default size.

Is this intended, or are these bugs? Thanks.

Support / Large TiledSprite with Animator?
« on: February 26, 2015, 06:23:29 pm »
I know it's possible to create large tiled sprites: We have a 64x128 tile that is animated and want to create a large waterfall with this same repeated sprite. So I've made a Tiled Sprite, changed the dimensions to really large, and added the animator. It works, but wondering if this is the best way to achieve this? I feel like this is performance heavy and I notice garbage collections on the TiledSprites. Should I be doing something like this outside of 2DTK? Thanks.

Support / Resizing source image of a Sprite Atlas
« on: January 29, 2015, 05:03:05 pm »
Hello, I've been using a TileMap created by adding a new Sprite Sheet (which uses a PSD as the source image). My question/issue is if it is possible to resize the PSD without screwing up the Tilemaps? This has been an ongoing issue where if I for example make the PSD longer, it completely screws up my tilemap's palette - majority of the brushes don't show up (yet they are still selectable). The only way to fix this is to re-create a new sprite collection and re-link everything, which is a huge pain. Is this fixable?

Support / tk2dCamera woes
« on: January 26, 2015, 03:34:42 pm »
Ok, so I'm very far along in my game and have recently decided that the ratio of sprites on screen is too big and want to scale it down a bit. I naturally tried messing with the camera PPM setting (which has always been set to 64). I found that 58 has the perfect size of everything on screen, but it very subtly screws with some pixels - things like some pixels fatter than others, some half pixel-ish stuff, etc. It's subtle, but very frustrating.

My question is: Am I SOL? It's far too late to change source graphics where were all designed with the intention of 64 pixels per meter (the tilemaps, etc). Is there a way to calculate the scale so it renders perfectly? I know it's a good idea to have the sprite collections PPM and the camera PPM to be the same, but if I change the sprite collections PPM then everything is even worse.

Please tell me there is a solution! Thanks.

Support / Can we rename Sprite Collections?
« on: January 16, 2015, 09:34:08 pm »
Simple question, can we rename sprite collections, or does this break things? I want to be sure it won't have any consequences. I imagine I'd have to re-build the index afterwards? Are there other linkages to this? Thanks.

Support / General sprite with animator performance question
« on: December 16, 2014, 01:31:18 am »
Say we have some collectable (e.g. a coin) that has a general animation always playing. Does the number of frames in the animation impact performance at all? Thanks.

Support / Missing SpriteFromTexture options?
« on: November 10, 2014, 06:26:51 pm »
Hello, I'm using the 2d Sprite From Texture object and after dragging a texture into the slot, I only get the attached options. According to the docs, I should see a "Sprite Collection Size" drop down, but it appears to be missing? Is there a way to configure the other settings such as material or the texture filter mode? I see creating the 2d Sprite From Texture also created a data object in the scene that has the finer tuned settings, but just wanted to be sure.. Thanks.

Support / Quick TileMap question
« on: July 14, 2014, 03:46:38 pm »
Where are the tilemap dimensions stored? I'm wondering because if I want to use the same exact tilemap content (same sprite sheets, same layers, etc) but I want one scene to have a smaller tilemap than another, I can just duplicate the scene, adjust the tilemap dimensions and it doesn't break anything in the other scenes. But stuff like Layer settings persists in the tilemap data and carry over to any other scene that uses the same tilemapdata/editor data. Is the dimensions stored in the TileMap script itself? And is it for the very reason I'm describing? Thanks.

Support / Tilemap chaos
« on: May 20, 2014, 01:58:44 pm »
Ok - I have NO idea what I did, so I am completely unable to replicate but one of my Tilemaps is beyond broken right now and I have no idea how to recover it. All I know is that I saw two instances of the same tilemap object in my scene (assuming I accidentally duplicated it in the scene doing some keyboard shortcuts without realizing it). So I removed one and now I keep getting this error:

Code: [Select]
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
tk2dRuntime.TileMap.BuilderUtil.HideTileMapPrefabs (.tk2dTileMap tileMap) (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMapBuilderUtil.cs:280)
tk2dTileMap.BeginEditMode () (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs:547)
tk2dTileMapEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapEditor.cs:1152)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty)

I have tried everything and my map is corrupt. If I try and edit/commit it it keeps adding a new instance of the TileMapRenderData. Everything is spiraling out of control and I have no idea how to regain access to the tilemap. The render data is visible, but colliders aren's showing up and I am unable to paint. Please if there is anything to do that doesn't require me completely re-doing the map that would be great. Thanks!

BTW - using the latest version 2.5.1

Support / Tilemap select multiple layers?
« on: May 15, 2014, 01:44:22 pm »
Do you think this will ever be implemented? Would be great if we want to move a group of tiles without having to individually select and move each layer. Thanks for the continued support.

Support / Broken TextMesh
« on: April 28, 2014, 08:20:49 pm »
I moved my project from SVN to another location and now all of my TextMesh's are broken apparently. They don't show up at all and I get this error for every mesh:

Code: [Select]
MissingReferenceException: The variable material of 'tk2dFontData' doesn't exist anymore.
You probably need to reassign the material variable of the 'tk2dFontData' script in the inspector.
UnityEngine.Object.Instantiate (UnityEngine.Object original)
tk2dFontData.Init () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dFontData.cs:156)
tk2dFontData.get_inst () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dFontData.cs:130)
tk2dTextMesh.Awake () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextMesh.cs:394)

Any ideas? Thanks much.

Support / Pixel alignment issue with camera
« on: April 04, 2014, 05:13:01 pm »
Hello, I'm working on a pixel perfect game and have a camera that follows the player. I used to use a 1:1 pixel projection ratio - but things were getting too massive to work with, so I recently switched to a 1:64 projection. Everything is working great, except now when the camera moves or smooth follows the player, the tiles are sometimes slightly distorted because of what I'm assuming is the camera sitting on half pixels sometimes. I fixed this before by just rounding the values, but since now the scale is way smaller I can't round any of the positions. Are there any suggestions on what to do about this? Thanks.

Support / So, uh, Unity 5?
« on: March 23, 2014, 07:59:34 pm »
I feel like Unity 4 was just released, now we have the announcement for 5. Is there any word on new features that will affect 2DToolkit?

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